Feats fm items qualify for prerequisite ?
#1
Posté 29 août 2013 - 06:31
thanks in advance,
Dante
#2
Posté 29 août 2013 - 07:10
However, it'll probably cause your character to fail ELC checks (either the default or server specific ones) if you do that.
Modifié par MagicalMaster, 29 août 2013 - 07:14 .
#3
Posté 29 août 2013 - 07:27
Funky
#4
Posté 31 août 2013 - 02:58
Modifié par WhiZard, 31 août 2013 - 03:05 .
#5
Posté 31 août 2013 - 04:30
... and Spring Attack.WhiZard wrote...
Keep in mind that weapon master still requires dodge, mobility, expertise, and weapon focus in a melee weapon in addition to whirlwind attack.
#6
Posté 31 août 2013 - 04:38
On PCs with WWA, it will auto target the bugged spawn after the WWA completes. My first thought was just to make a widget available that had 3-5 uses of WWA per day, but our DMs didn't know if a widget could call the WWA script (main scripter is on vacation), so I suggested a ring. A few people chimed in about potential requirement abuse so I thought I'd ask.
The more important question (and maybe for different forum), is can a widget call the WWA script (and by widget I mean something you use from a quickslot, not an equip-able item)?
Modifié par Dante2377, 31 août 2013 - 04:39 .
#7
Posté 31 août 2013 - 04:51
#8
Posté 31 août 2013 - 01:22
"Go for the eyes, Boo!" =)
You could call it a "Minsc Mandate" ;->
<...nostalgic>
#9
Posté 31 août 2013 - 02:59
Empyre65 wrote...
... and Spring Attack.WhiZard wrote...
Keep in mind that weapon master still requires dodge, mobility, expertise, and weapon focus in a melee weapon in addition to whirlwind attack.
Nope. Spring attack did not make it to the cls_pres_wm.2da file. So if you had dodge, mobility, and whirlwind attack as item feats you could qualify for weapon master without having to get 13+ dexterity. Expertise, however, is not offered as an item feat (although it could be added), and so the 13+ intelligence would have to be met to get that feat.
Modifié par WhiZard, 31 août 2013 - 03:04 .
#10
Posté 01 septembre 2013 - 06:02
#11
Posté 01 septembre 2013 - 07:11
#12
Posté 01 septembre 2013 - 11:03
#13
Posté 02 septembre 2013 - 01:38
Dante2377 wrote...
I mostly asked because I was thinking of ways around the "invisible spawn" bug (where the creature spawns but isn't visible and cannot be targeted) - it happened to me with a boss on a server and luckily, I had 1 minion I hadn't killed yet so I could drag him over and auto target the boss (luckily I didn't need to heal or anything). If something like that happened on a boss that was a 2 hour spawn timer or 1/server reset, I'd be pissed.
We fixed this with a minute-duration polymorph, via a custom SIMTools command, named !render. The player just fires it when they hit an invisible spawn.
} else if (sCText == "reveal" || sCText == "render" || sCText == "rerender") {
DeleteLocalString(oCPC, "FKY_CHAT_LOCAL_CTEXT");
object oArea = GetArea(oCPC);
if (GetLocalInt(oArea, "NO_PVP")) {
FloatingTextStringOnCreature(COLOR_RED + "You may not use this command in No PVP areas!" + COLOR_END, oCPC, FALSE);
return;
}
int nUptime = GetLocalInt(GetModule(), "uptime");
if (GetLocalInt(oArea, "RenderDelay") >= GetLocalInt(GetModule(), "uptime")) {
FloatingTextStringOnCreature(COLOR_RED + "You may not use this command again so soon!" + COLOR_END, oCPC, FALSE);
return;
}
SetLocalInt(oArea, "RenderDelay", nUptime + 15);
float fDelay = 0.01;
location lLoc = GetLocation(oCPC);
effect eRender = EffectPolymorph(POLYMORPH_TYPE_NULL_HUMAN);
object oRender = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lLoc, FALSE, OBJECT_TYPE_CREATURE);
while (GetIsObjectValid(oRender)) {
if (!GetIsPC(oRender) && !GetIsDead(oRender) && !GetPlotFlag(oRender) && !GetHasEffectOfType(EFFECT_TYPE_POLYMORPH, oRender)) {
SetPlotFlag(oRender, TRUE);
SetLocalInt(oRender, "RenderPlot", 1);
DelayCommand(fDelay += 0.01, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRender, oRender, 0.1));
}
if (GetLocalInt(oRender, "RenderPlot"))
AssignCommand(oArea, DelayCommand(fDelay + 2.0, SetPlotFlag(oRender, FALSE)));
oRender = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_COLOSSAL, lLoc, FALSE, OBJECT_TYPE_CREATURE);
}
FloatingTextStringOnCreature(COLOR_GREEN + "Creatures rerendered!" + COLOR_END, oCPC, FALSE);
}
One of the more ingenious ways of dealing with something, really - thanks to a player suggestion. Addition and subtraction of cutscene invis doesn't force a client rerender, but polymorph does.
Funky
Modifié par FunkySwerve, 02 septembre 2013 - 01:39 .





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